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Messages - Martin-Vaupell

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User Showcase / Re: E-Brain teaser [Android + Kongregate release]
« on: May 10, 2014, 08:19:20 AM »
In response to the pm's on twitter..

User Showcase / E-Brain teaser [Android + Kongregate release]
« on: May 09, 2014, 04:53:20 AM »

Link to Kongregate

Link to google play -

The general idea is Brain exercise - using the Stroop Test.

The screen shows you a question, and a text with a color
you ansver the question by selecting a color.

What happens is the part of your brain that identifies text will conflict
with the part that identifies color, this forces your pre-frontal cortex to
step in and take action. This requires a lot more energy and will be considered
an effort on behalf of your brain, or as we call it exercise.

I plan to add a "timed" game mode, right now it's only running on endless.

You can see some of the playMaker FSM's as attached screenshot

PlayMaker Help / Re: 'Look At' direction of movement. [SOLVED]
« on: May 08, 2014, 09:45:31 AM »
Ah ok I have it, I got velocity and then used that to 'Look at Direction’. Thanks a lot for your health.

Mind sharing a screenshot of the working solution, just the action states.
really curious about this.

PlayMaker Help / Re: how i can flip float negative to positive
« on: May 08, 2014, 09:27:29 AM »
Multiply by -1

Use the action Float Operator

Float 1 : your number
Float 2 : -1
Operation : Multiply
Store Result : saveValueVar

-2.5 * -1 = 2.5
+2.5 * -1 = -2.5 

PlayMaker Help / Re: PLAYMAKER / NGUI OnMouseUp
« on: May 07, 2014, 12:19:38 AM »

if using scripts
Are you using PlayMaker NGUI scripts --> Asset Store

If so, then it's rather easy, just select the option shown in the screenshot I'm attaching.

In the screenshot I hoover over then even you are looking/asking for.

However If you're not using the script addon, you would have 2 options
either write an action yourself or find one.
Or access the function via scripting like NGUI was originally designed for.
NGUI add's the scripts automatically when you assign a sprite as a button,
you just need to perform the checks for when the user is accessing the GUI.

end if


Ok, then i HIGHLY recommend that you before continuing with your development.
Go through the basic tutorials right here on the website..

Those will help you familiarize yourself with how events and states work.

How to trigger a playMaker state from scripts

Often used when making interactions between playMaker and other store assets.
Just to make things work together more fluently..

Thank you for your help.  However, I am trying to explode objects as they are either hit, punched, kicked, or shot at by a device.  How do I trigger the explosion?  What do I use?  Right now, I am using collision event on enter with no luck.

Thanks again.


that is what you are seeing on that screenshot!
You can see the die state triggers the explode action wich then triggers the script.

So in your case it's extremely similar.
Have a wait state, then on a collide or trigger move to the next state which has
the explode action in it.
Only reason the screenshot is different is because the units have health.

If i where you i would setup a FSM on the object that will explode

Start ->  (wait state) [onTrigger by player - goto event] -> [Explode action]

exploder comes with playMaker actions it's very fun!

Made a prototype game here where i used exploder.

The way I am using it,
All gameObjects that are going to explode must have the "exploder Script" attached to the top parent (if any)

Then In playmaker you can trigger that script via the exploder action the asset
adds to the action browser, just type in explo  and it should show the availible actions.

Check this image..

It's from that prototype game..

Short video showing it done via. Global values from playMaker,
which is just one of multiple ways.

PlayMaker Help / Re: Sendmessage error -
« on: May 02, 2014, 07:05:02 AM »


The error was caused by an empty play sound gameObject, in the script.

Code: [Select]
// Play end level sound
audio.PlayOneShot (endLevel);

So by commenting it out, the error went bye bye ;)

Code: [Select]
// Play end level sound
// audio.PlayOneShot (endLevel);

PlayMaker Help / Re: Get Bool from Java Script
« on: May 01, 2014, 08:30:40 AM »

Personally when i need to transfer messages between scripts and playMaker
I use global variables.

Like this

PlayMaker -> Global var -> Script

and backwards aswell.

If you can translate from C# to Java then my short tut might be helpfull

PlayMaker Help / [SOLVED] - Sendmessage error - [SOLVED]
« on: May 01, 2014, 03:06:18 AM »
I'm having trouble sending a message triggered by a player.


Player enters a trigger, triggers in Playmaker -> Send message -> EndLevel

as seen here

Run the level It's fine while in Unity, however,
when I do an actual build and test, it does not work at all and i get the debug error..

The message is recived by the script here

Code: [Select]
#region EndGame
void EndGame()
// Play sound
audio.PlayOneShot (endLevel);

// Grab and set the starRating

// Mark level complete and unlock next level

// Save money
// Save stats

// next level
// MadLevelManager.MadLevel.LoadNext();
// go to select
Not sure, how and why

Any ideas?

Can you please elaborate as much as you can on how exactly your layers and tags system works with playMaker?

My main issue is how to translate Easy Touch's joystick movement to a playMaker action, and from there i will move my object using add force.

I apologize for asking on your game release post :-[

Thanks again.

Made a video instead  - 

One of the next couple of days, I'll release a video about the "endcube"
How it interacts from C# with MadLevelManager.

General Discussion / Re: Share your Unity Layout
« on: February 17, 2014, 03:59:05 PM »

Do you have a dev blog? I'm curious about your game design.
Oh mine's here:

Nope not really, I sometimes do tutorials for youTube
I also have a website dedicated for personal usage (
However, no devblog.

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